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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Creature Ability Review
Thread: Creature Ability Review This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Wckey
Wckey


Famous Hero
posted February 05, 2011 04:23 PM

Quote:
I'm sorry, but they are taking the storyline aspect of this game a bit too seriously. It's bad enough they limited the factions because of the storyline, but these cryptic messages about the abilities is ridiculous.

They never limited factions because of storyline. If they wanted they could make 6 factions and tell that Pavel has 6 sons instead of 5.
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Nocturnal
Nocturnal


Promising
Supreme Hero
posted February 05, 2011 06:49 PM

I have asked the same thing in general discussion topic but I think this topic is more suited as I see there are people like me.

The creature abilities. Their explainations are not specific. Like, in H5 it would say what an ability is in exact words "when this creature does this for X tiles, then there is a %X possibility etc...."

So what I'm asking is this descriptions of abilities final or are they temporary? Won't they be more specific in the game itself?

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kodial79
kodial79


Promising
Supreme Hero
How'd Phi's Lov't
posted February 05, 2011 06:56 PM

Quote:
Its not really cryptic. They just went to blizzard's websites and saw the awesome lore there and said hey we can do this to. unfortunately they have no good writers and in the process of making it sound cool and interesting, they've created this bizarre euro-trashy(not insulting any Europeans here, but you guys know and have seen and hate people who fall into that category too) version of how blizzard writes its lore bits and stories. hence the babble. blithering babble.


No, I have no clue what do you mean by saying Euro-trashy. Explain, please.
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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted February 05, 2011 07:00 PM

It's not babble. I like it. It never said anywhere that it was a description of the ability.
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Kingimp
Kingimp


Famous Hero
posted February 05, 2011 08:53 PM
Edited by Kingimp at 20:54, 05 Feb 2011.

Quote:
It never said anywhere that it was a description of the ability.


I'm sorry, but it pretty much should be assumed if they are going to list a unit's ability, then they should clearly specify what said ability does. Not tell a story about how King Whogamawhatsis told a tale about how his bride to be stabbed him in the back and left him for the dark side. That explains nothing and yes, it is babble.


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xerox
xerox


Promising
Undefeatable Hero
posted February 05, 2011 09:45 PM

I think its safe to asume that in the actual game, we will know exactly what those abilities do...
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Over himself, over his own
body and
mind, the individual is
sovereign.
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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted February 05, 2011 10:04 PM

Agreed, Xerox.  I think this discussion has turned more toward a review (read: critique) of the website, and not of the creatures or their abilities.

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moonlith
moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted February 06, 2011 01:46 PM
Edited by moonlith at 13:49, 06 Feb 2011.

Quote:
I really don't understand the basis for his ability reviews. So just because it's a rehash from previous HoMM, not fun, not original, then that means it's discouraged?
I don't agree. Abilities don't have to be cool, complicated, or what not. Functionality and tactical potentiality should be considered.

This.

Also Heroes 3 ran with plenty of creatures without any actual abilities and it was still fun to play them. The notion that abilities might be too passive or copies from previous games and therefor for some reason no longer "valid" is just ridiculous. Bad review on top of pointless.

Quote:
quite an inadequate review. For the first time we have so many abilities per creature which is just GREAT and you do not like skills like Drain Life for a vampire or multi-attack for multi-headed creature. Maybe some vanguard ability like fly for the cerberus will be ok for you?

I say to the devs - just go in this direction, give all troops many abilities as well many activated/spell-like skills not only passive and the game will rock.

Frankly I think creatures are getting too overspammed with abilities, as if a single good or even poor ability wouldn't be enough anymore.


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KingImp
KingImp


Famous Hero
posted February 06, 2011 05:30 PM

Quote:
I think its safe to asume that in the actual game, we will know exactly what those abilities do...


Oh, that I'm sure of as well. I don't think they'd be foolish enough to transfer over this nonsense to the game.

I'm just a little annoyed because we've been clamoring for info for months and when they finally got around to updating their website, they teased us with more stuff that gave little to no answers.

I fully expect this video Q & A, which I thought was supposed to be released last week, to answer almost nothing again.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted February 07, 2011 05:45 AM
Edited by SBlister at 16:48, 08 Feb 2011.

I've decided to try and decipher this ability thing based on the what myself and others have interpreted to be correct. Some of it maybe wrong so I appreciate if people out there correct them by making a pertinent argument as to why their opinion is better based on the stuff ubi has given us to work with.

HAVEN

Sentinel
-Shielded: added defense vs ranged attacks.
-Shieldguard: protecting allied creatures in squares around the sentinel.
-Shield Bash: chance to stun an enemy unit that it attacks.

Crossbowman
-Armor piercing: attack bypasses some defense rating
-Piercing bolt: hits one unit and hits the units behind it or maybe multiple units in one line

Sister
-Heal: heals a friendly unit
-Pacify: causes the unit to be unable to attack unless it is attacked.

Griffin
-Unlimited retaliation: will always retaliate against any who attack it.
-Diving attack: similar to the diving attack of HOMM5
-Diving assault: i think it strikes all units in one line from a diving attack

glory
-speed of light: attack cannot be dodged
-cleansing attack: perhaps debuffs a positive buff from an attacker
-searing light: blinds an enemy unit

sun rider
-charge: more squares it moves, more damage it does
-blinding charge: blinds the unit after the charge
-sun steed: could be a teleportation like ability

seraph
-blade of mercy: raises a unit from the dead
-blade of judgment: deals more damage to enemies to have damaged allies of the seraph
-blade of epiphany: raises a unit from the dead with full health or a buff attached to it.
-absolute purity: immune to curses

NECROPOLIIS

Skeleton
-hollow bones: ranged attacks do less damage than usual
-webbing spears: the corpses of dead creatures impedes or slows down movement of adjacent creatures

Ghoul
-dead flesh: has bonus defense against physical attacks
-rage against the living: moves faster, deals more damage and attacks faster if fighting the living

Ghost
-Incorporeal: allows it to fly through obstacles and half the damage dealt to them is lost
-Wail of the netherworld: heals surrounding friendly units while damaging foes. this damage adds to the amount healed.
-death sceal: makes it harder for creatures killed by ghosts to be resurrected
-immaterial: like the incorporeal of homm5, the this ability makes spectres sometimes not take physical damage at all (a chance to dodge physical attacks). Still susceptible to magic attacks.

Vampire
-vampiric emebrace: drains life and heals the vampire after each attack
-out of time: dodges the first attack of each turn
-vampiric grasp: NO IDEA YET. SOMEONE PLEASE HELP

Lich
-asha's embrace: makes curse spells stronger
-life drain: drains life from an enemy and heals an ally

Lamasu
-Aura of Putrescence: causes damage to all living creatures surrounding it
-Breath of Vermin:a breath weapon where the enemy perhaps take damage every round.
-contagion: either it puts the enemy to sleep or causes damage to an enemy unless it does nothing during its turn

Fate
-Venomous Touch: what this possibly could be is a poisonous attack that lasts so long as the fate is still in combat.
-Freezing Web: bonus when defending, if they counter-attack when defending, their attack decreases the stats of the attacker
-Baleful Gaze: knows that is going to be attacked, and either dodges of attacks(first strike style)
Dance of Decay : similar to the aging ability of the H3 ghost dragon. activated ability, affects everyone around the Fate weaver.

i have a feeling the first two abilities for the fate is spider form and the last two in humanoid form

STRONGHOLD

Goblin
-Crippling Traps: puts down a trap that stops one from moving like in HOMM5
-Sneaky Strike: deals more damage either to creatures who cannot retaliate against it, or creatures it attacks from the back

Harpy
-No Retaliation: creatures cannot retaliate when attacked by the harpy
-strike and return: flies to the creature, attacks it and returns to the spot it came from

Mauler
-Taste of Blood: does more damage when hurt
-Shielded: takes less damage from ranged attacks
-Assault: attacks an enemy once more after said enemy retaliates

Centaur
-Vigilance: shoots enemies moving to attack them
-Maneuver: after getting hit by a melee attack, the centaur runs off and then retaliates from a distance
-Mobile shooter: shoot and move or move and shoot during the same turn

Jaguar warrior
-Feral Charge : they strike without retaliation, if they have enough space to charge before the attack.
-War Fury: immune to curses and mind control if the warrior attacks
-All-around Slash: hits all surrounding enemies

Dreamweaver
-Sky and Earth = haste and slow spells
-Sky and Earth Mass = mass haste and mass slow spells

Cyclops
-Slam : this attack pushes the enemy one step back
-Sunder : their attack can destroy walls and towers
-Mighty Slam : pushes everyone surrounding it or one tile away one step back
-Impervious to Pain : after its killed, it still can perform one last action.
-Burning Rage: similar to the attack from HOMM5

INFERNO

Maniac
-twisted mind: immune to mind control
-manic laughter: from what i understand, you can choose to use this ability and the demented may or may not attack during that turn, but it will a little sooner or later or something like that and it will heal while doing so.

Hellhound
-Unlimited Retaliation: self explanatory
-eye of gluttony: it does more damage to creatures who have wounded it.
-voracious: attacks two squares instead of one.

Succubus
-pleasure in pain: portion of damage done to succubus is reflected to the enemy.
-seduce: mind controls an enemy unit so that it wont attack.
-rapture in agony: similar to pleasure in pain except maybe each round the enemy takes more damage when dealing with the lilim

Juggernaut
-chaotic armor: immune to magic
-unstoppable charge: can smash through obstacles to engage an enemy.
-taunting presence: all nearby enemies are forced to attack the juggernaut and not other enemies

Tormentor
-retractable spines: shoots both friends and foes surrounding it with its spines
-taste of pain: either gets more armor or deals more damage the more damage they inflict or receive
-exploding spikes: shoot spikes laced with acid to deal more damage. the presence of acid may mean it deals damage over time

Breeder
-mana leech: sucks mana from the enemy to create imps and power their hero
-proliferation: possibly means it breeds more imps than normal.

Pit Fiend
-hateful retaliation: the pit fiend somehow retaliates against all creatures that have attacked them.
-blinded by rage: immune to all mind control spells
-blade of hatred: instead of attacking the pit fiend, the attacker may target a friendly unit instead
boundless hate: damages all enemies and allies on the battlefield

hope this is helpful to everyone. do help make corrections if you find them.

i like to thank Fauch, Nightterror and everyone else who's helped out.

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Wckey
Wckey


Famous Hero
posted February 07, 2011 04:33 PM

I'm gonna try to figure all the abilities (I post a few now, and later I will post some more):


HAVEN

SETINEL/PRAETORIAN

- Shielded - “At the first sign of an attack from the sky, they lift in unison their powerful shields forming a veritable wall of protection over their heads.” Sentinels and Praetorians will suffer less damage from non-magical shooting.
- Shieldguard - “they react quickly to protect those who are in danger around them” I don't think they will be able to literally receive damage that was destined to other creatures (that would be a bit overpowered for a core creature), so I think that if  an enemy attacks an ally close to the Shieldguard this creature will take less damage.
- Shield Bash - “If an enemy attacks those they are assigned to protect, they strike the aggressor immediately” I think this one is a bit easier to understand compared to others. If an enemy close to a Praetorian attacks a friendly assigned stack, they will retaliate against this enemy.

CROSSBOWMAN/MARKSMAN

- Armor Piercing - “The bolts launched from their crossbows are said capable of piercing dwarven marble.” This one is difficult, since it can mean a lot of things. I will guess that it means that Crossbowman/Marksman don't have a range penalty
- Piercing Bolt - “Not only do the front lines of their enemies fear their piercing strikes, but those standing behind their target must remain extremely wary.” Not much to say. It might be simmilar to the Magic Attack ability of the mage and archmage in H5.

GRIFFIN/IMPERIAL GRIFFIN

- Diving Attack - “They affection diving on their opponents in a strafe of claws and beaks that can level a line of enemies.” Well, not sure, but or it is the Battle Dive or the Rush Dive of the Imperial/Battle Griffins from H5.
- Unlimited Retaliation - The name says everything.
- Diving Assault - “When they take to the sky, they return and strike their opponents at the moment they think the greatest danger has passed”, it's the Battle Dive or Rush Dive, whatever isn't the Diving Attack.

SERAPH/CELESTIAL

- Blade of Mercy/Blade of Epiphany - “The Seraph has a blade that can bring a valiant soul back to life /Had it not been for the tremendous resurrection powers of the Celestials”. Resurrection. Don't know what's the difference between Seraph's ability and the Celestial one.
- Blade of Judgement - “The Seraph's Blade of Judgment is said to be attuned to the pain taken by her allies. It stores the transgression as a power, and when the ally's aggressor is attacked, the pain adds to the target's woes.” - This must be simmilar to H5's Divine Vengeance spell: “Inflicts magical damage to selected creature that depends on the number of enemies selected creature killed from the beginning of combat.”
- Absolute Purity - “Curse a Celestial? You might as well try cursing the sun!” Celestials are immune to all curses.

SISTER/VESTAL

- Heal - “Some even claim that they were dead, but that the priestess brought them back to life.” Must be some limited resurrection ability
- Pacification - “walk with a natural aura of purity and truth that brings spiritual pause to the enemies they attack” -  Vestals don't suffer retaliation from enemies.

RADIANT GLORY/BLAZING GLORY

Speed of Light - “Parrying the attack of a Glory is like trying to pin your shadow to the wall” - I guess glories never miss their target.
Cleansing Light - “When magic has been used on the battlefield to change the outcome of a fight that a Glory deems just, it brightens in anger emanating a cleansing burst” - Probably if one of the sides have too many blessing/curses compared to the other, glories will clean some of the curses/blessings.
Searing Light - “Its gaze blinds those who are unwilling to repent from their faults” - Maybe glories cast blindness or maybe when they attack there's a chance they blind their enemies.

SUN RIDER/SUN CRUSADER

Charge - “Many first-hand stories claim that the riders gain force the longer the distance they cover before their attack”. Simmillar to Jousting in H5, for every tile it covered during the attack it gets a  damage bonus.
Blinding Charge - “It is said that his armor and shield reflected the light of the sun, creating a beacon that singled out the target of his wrath, blinding his adversaries”. When it attacks there's a chance it will blind the enemy it attacks.
Sun Steed - “His mount is momentarily transformed into light, and like some holy wraith, allows the rider to go anywhere and through anything for a brief and devastating moment”. It seems that Sun Cruzaders can travel through obstacles (probably only some of them, they won't be able to pass trough walls).
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evinin
evinin


Supreme Hero
Servant of Asha
posted February 07, 2011 04:43 PM

I just hate those descriptions... I understand almost nothing and I can't even comment... The descriptions of creature abilities in the previous games where made much better.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 07, 2011 06:28 PM
Edited by Fauch at 18:28, 07 Feb 2011.

SETINEL/PRAETORIAN

- Shielded - “At the first sign of an attack from the sky, they lift in unison their powerful shields forming a veritable wall of protection over their heads.” Sentinels and Praetorians will suffer less damage from non-magical shooting.

I still think it's extra defense against flying units. otherwise, that would make them similar to maulers. moreover, they have abilities to protect allies who get attacked in melee (it seems), so it makes sense that their main role is to protect crossbowmen against flying units.

also, skeletons are shooters with extra defense against ranged attacks it seems, so a shield others ability is improbable too.

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Sleeping_Sun
Sleeping_Sun


Promising
Famous Hero
Townscreen Architect
posted February 07, 2011 06:34 PM

I find those descriptions very amusing.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 07, 2011 06:49 PM

I think sister's pacification ability reduces surrending cost.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted February 08, 2011 04:40 AM

Quote:
SETINEL/PRAETORIAN

- Shielded - “At the first sign of an attack from the sky, they lift in unison their powerful shields forming a veritable wall of protection over their heads.” Sentinels and Praetorians will suffer less damage from non-magical shooting.

I still think it's extra defense against flying units. otherwise, that would make them similar to maulers. moreover, they have abilities to protect allies who get attacked in melee (it seems), so it makes sense that their main role is to protect crossbowmen against flying units.

also, skeletons are shooters with extra defense against ranged attacks it seems, so a shield others ability is improbable too.


If you read the shielded description for the mauler, it states that it offers protection from ranged units. thats why i think it blocks shooter attacks.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 08, 2011 04:44 PM

in french, it's not the same name.

protection for sentinels and protégé for maulers

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted February 08, 2011 04:50 PM

the descriptions are all in english on that post by elvin.
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There's nothing worse than seeing a fat man weep...

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted February 08, 2011 05:00 PM

I think Sisters can cast Armageddon because there's E in their name.
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Valen-Teen
Valen-Teen


Famous Hero
UFOlolOgist
posted February 08, 2011 05:18 PM

Yeah! Let Sisters be armageddon casters!

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